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Showing content with the highest reputation on 01/07/18 in all areas

  1. 1 point
    In the scoreboard, chatcolors are used. Check out the code used to display chat messages. It contains the code, that uses color codes to render text
  2. Player movement is generally controlled on the client side. The best way for making automatic player movement seems to be to replace the client side mouse helper class with one of your own and then stimulate mouse and keyboard activity.
  3. Key parts are : ICustomModelLoader -> Provide a dummy IModel here pointing to your actual IBakedModel. IExtendedBlockState -> Override Block::getExtendedState & Block::createBlockState to provide IUnlistedProperties. These are used to provide data to the IBakedModel through the IBlockState List<BakedQuad> -> This is the model boiled down. IBakedModel::getQuads is where you'll be doing your logic, per block-face. Be sure to as said cache your models, aka put the List<BakedQuad> somewhere. Always check if you have the wanted model, and only if you do not, should you make one from scratch. This is the optimization over TESR's. I am doing this in my project Echo (for 1.10.2, but procedure should be the same for 1.12.2) to allow any block (well, full blocks) to be compressed into Menger-fractals. ModelLoader, IBakedModel, Block

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